Sunday, February 1, 2009

Deadlines are a harsh mistress

The room is buzzing with activity.

TIME'S UP. The Global Game Jam concludes! Striking 3 PM, the Pacific Time Zone of Vancouver is the latest of the Game Jams, meaning at the games Vancouver submits will be among, if not THE final games completed for the Game Jam.

Judges begin to arrive to evaluate the participant's games, as teams rush to complete the final touches need to format their games so they may be uploaded to the IGDA database for the rest of the world to enjoy.

Mere hours remain . . .

Only a few hours remain before the Vancouver Game Jam submission will be due. As we're in the latest time zone, we will in fact be the last city to be submitting games onto the Global Game Jam site. I suppose all eyes will be on us, as we'll be the most recent games appearing on the Game Browser page.



As it stands, the participants continue to work fervently to complete their games on time. Some teams are having trouble integrating some additional polish in their games, while others struggle to even get a functional prototype.

The Sunday Morning After

As breakfast arrives in the morning, it is followed by the return of many teams who'd either had the pleasure of a good night's sleep, or working through the night from home.

Several teams, notably teams Blobboy, Need Artists Inc. and One Tonne Punch, have stayed all night working on their games. Teams Treelings and Scorched Physics finally return, back at work and compile their games for the 3 PM deadline.

The Late Night Crew

The main group of late night workers.


Andrew Pope considers his next task.


Matthew Miner and his team's efforts to stay hydrated.


Team One Tonne Punch enjoying a change of scenery for their work.


Alex Kosolov's art assets in progress.


Scattered around Harbour Centre SFU Campus, several teams remain hard at work, struggling to get their game up and running.

Saturday, January 31, 2009

Time marches on. Progress tries to keep up.

Many teams have reached different stages in their game, and their work over the next few hours will determine whether their efforts will be continuing late into the night or not.

Team Treelings
Team Treelings is one of the teams that's quite ahead of the game, and their game has already reached a fairly polished point. Using the remaining time in the Game Jam, they'll likely be expanding their game with additional features and refinements.

Team Need Artists Inc.
Working away diligently, Team Need Artists Inc. has excelled at breaking down their teams' tasks and ensuring everyone has an important - and unique - role. Currently, Steve Pugh is off collecting sound effects while Nathan works on 3D modelling, Matthew (left) codes and Brad (right) composes a soundtrack for the game.

Team One Tonne Punch
With mentor Mitch Lagran (far right) looking on, the assorted members of One Tonne Punch discuss their evening efforts. As it stands, the 8-man team has actually been working on TWO different ideas: one based on the details of the original paper prototype, and the other a revisied version of the original paper prototype.

Team Scorched Physics
Bardia and Andres of the 3-man Scorched Physics have, apparently, not much left to do. Left with debugging and calibrating their program, the team has completed their interface, art and core gameplay. Looks like they could very well be one of the first teams to finish and post their game.

Team Blobboy
From left to right, Andrew, Peter and Bruce remain in high spirits as they continue to compile all the different elements of their game into the final executable. They're concept, a platformer, is utilizing a slew of animations and art that they'll need to integrate together for the final product.

Break Time

Things have been pretty steady the last few hours. Many teams (and myself included) have left for a dinner break, and enjoying a reprieve from the fast-paced development demanded from the Game Jam. Other teams are just returning from their breaks (which also includes myself) and getting back to the action.

BLOGGER encounters PROTOTYPES!

As the participants march on through the evening, some prototypes begin to emerge. A prototype from Team Treelings, shown above, is being tested by the team's artist Rachel Curtis. The team is really focused on getting the core game created and functional before expanding and elaborating their design, which seems to be easily within their grasp at the moment.

Team Needs Artists Inc., shown above, is working away on the details of their prototype. Comprising of programmers and designers, the four man team found themselves . . . well, needing artists, forcing their team members to step up to the task of modelling the 3D images they'll need for their Unity-based game.